<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        * {
            margin: 0;
            padding: 0;
        }
    </style>
</head>

<body>
    <canvas id="canvas"></canvas>
</body>
<script id="ColorVertexShader" type="x-shader/x-vertex">
    attribute vec4 a_Position;
    uniform float u_PointSize;
    void main(){
        gl_Position = a_Position;
        gl_PointSize = u_PointSize;
    }
</script>
<script id="ColorFragmentShader" type="x-shader/x-fragment">
    precision mediump float;
    uniform vec4 u_Color;
    void main(){
        gl_FragColor = u_Color;
    }
</script>
<script type="module">
    import { Matrix4, Vector3, Color, OrthographicCamera, PerspectiveCamera, Spherical } from '../js/three.module.js';
    import { CreateProgram, imgPromise } from '../js/Utils.js';
    import lib from '../js/ThreeLib.js';
    import CameraController from '../js/CameraController.js'
    import Poly from '../js/Poly4.js'
    import Control from '../js/Control.js'

    import Geo from '../js/Poly2/Geo.js'
    import Mat from '../js/Poly2/Mat.js'
    import Obj3D from '../js/Poly2/Obj3D.js'
    import Scene from '../js/Poly2/Scene.js'



    //#region gl
    const canvas = document.getElementById("canvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight - 4;

    const gl = canvas.getContext("webgl", { antialias: true, });

    // gl.enable(gl.DEPTH_TEST);//开始背景遮挡会频闪
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);//去图片描边
    //#endregion



    const scene = new Scene({ gl: gl });
    scene.regProgram('color', {
        program: CreateProgram(gl,
            document.querySelector('#ColorVertexShader').innerText,
            document.querySelector('#ColorFragmentShader').innerText),
        attribs: ['a_Position'],
        uniforms: ['u_PvM4', 'u_ModelM4', 'u_PointSize', 'u_Color']
    })


    const pvM4 = new Matrix4();
    const modelM4 = new Matrix4();

    const nodeLength = 0.5;
    const nodeArr = [
        -nodeLength, nodeLength,
        -nodeLength, -nodeLength,
        nodeLength, -nodeLength,
        nodeLength, nodeLength,
    ];

    const elementArr = [
        0, 1, 2,
        0, 2, 3,
    ];


    let a = new Vector3(0.5, 0.5, 0);
    let b = new Vector3(1, 0.5, 0);




    scene.add(create(a, [1, 0, 0, 1]));
    scene.add(create(b, [1, 1, 0, 1]));


    let j = 270;
    let x = b.x - a.x;
    let l = x * Math.cos(j * Math.PI / 180);

    let d = x * Math.sin(j * Math.PI / 180);


    console.log(l, d)

    let c = new Vector3(l + 0.5, d + 0.5, 0);
    scene.add(create(c, [1, 1, 0, 1]));




    canvas.addEventListener('pointerdown', function (event) {
        const { clientX, clientY } = event;

        const [x, y] = getViewPosi(clientX, clientY);

        createData(x, y);
    })



    function create(node, color) {
        return new Obj3D({
            geo: new Geo({
                data: {
                    'a_Position': { size: 2, array: new Float32Array([node.x, node.y]) },
                },
            }),
            mat: new Mat({
                program: 'color',
                mode: ['POINTS'],
                data: {
                    'u_PointSize': { type: 'uniform1f', value: 30 },
                    'u_Color': { type: 'uniform4fv', value: color },
                },
            }),
        });
    }

</script>

</html>